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Re: RACE-HellbenderRace_RustyBlood

Posted: Thu 20 Feb , 2014 2:45 pm
by darkelf
Earl_Vencar.:LLS:. wrote:I'm going to delete the actor. It modifies the time. Anyway, there's a sodding BSP hole in the track that needs fixing as well :(
Ah ok. Is that time extender actor the ldg one or one original to the map. If its original to map and not the ldg one that would probably be the leading cause as to why its having problems.

Also based on the fact that a lot of these objs are pretty long might want to do something like derby or coaster and have the added time for each objective.

Re: RACE-HellbenderRace_RustyBlood

Posted: Thu 20 Feb , 2014 7:30 pm
by Earl_Vencar.:LLS:.
Fixed: https://www.mediafire.com/?facgd2vm50lshqu

Hmm, looks I did delete the actor beforehand. I did find a strange actor called 'time' though, so I deleted this. Didn't trust it. It should all be working fine now. Sorted out the BSP hole, made some adjustments to the lifts. Also added a 5 min time extension after objective 1.

Re: RACE-HellbenderRace_RustyBlood

Posted: Wed 12 Mar , 2014 12:41 pm
by proof
You might wanna fix the 3 movers at the last objective =/

Re: RACE-HellbenderRace_RustyBlood

Posted: Wed 12 Mar , 2014 1:19 pm
by Earl_Vencar.:LLS:.
I know the encroachment settings need to be fixed. And the collision for the trigger. Do you also mean the overall movement? Would you prefer a simple up/down, rather than the twirling sensation that the original mapper scripted? I quite like it, makes it unique.

Re: RACE-HellbenderRace_RustyBlood

Posted: Wed 12 Mar , 2014 1:42 pm
by darkelf
Earl_Vencar.:LLS:. wrote:Would you prefer a simple up/down, rather than the twirling sensation that the original mapper scripted? I quite like it, makes it unique.
I love the twirling! It must stay! It makes me laugh way more then I should!

Re: RACE-HellbenderRace_RustyBlood

Posted: Wed 12 Mar , 2014 2:31 pm
by iRobot
Up and down is great, nice and slow. Twisting is pretty advanced, maybe if you're flexible enough. Wait, are we still talking about the map here?

.=

Re: RACE-HellbenderRace_RustyBlood

Posted: Wed 12 Mar , 2014 6:48 pm
by proof
I actually just ment the 360° rotation. It looks pretty weird to me and from my pov it always looks like a bug (or incompetence of the person who made it) when I see it. Its quite confusing, too, if you dont know whats going on.

Re: RACE-HellbenderRace_RustyBlood

Posted: Fri 14 Mar , 2014 5:46 pm
by Earl_Vencar.:LLS:.
https://www.mediafire.com/?facgd2vm50lshqu

- Fixed the encroachment settings on all movers, and the collision for the objective garage triggers. Left the twirling, but have updated the information provided at that point.
- Vehicles now respawn after the objective 2 forced respawn trigger (same system as used in Furry, so thanks Elfy).
- Raptors have been moved out of spawn, and are now located in the two towers.

Re: RACE-HellbenderRace_RustyBlood

Posted: Tue 01 Apr , 2014 5:50 pm
by Earl_Vencar.:LLS:.
When someone has time, could this be uploaded please? Thanks (=

Re: RACE-HellbenderRace_RustyBlood

Posted: Wed 16 Apr , 2014 9:05 pm
by Earl_Vencar.:LLS:.
Update: https://www.mediafire.com/?q1tw45e2f5m5n62

Checkpoint system implemented.